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Globals

Weapons

WEAPON_TYPE_KNIFE
WEAPON_TYPE_PISTOL
WEAPON_TYPE_SUBMACHINEGUN
WEAPON_TYPE_RIFLE
WEAPON_TYPE_SHOTGUN
WEAPON_TYPE_SNIPER_RIFLE
WEAPON_TYPE_MACHINEGUN
WEAPON_TYPE_C4
WEAPON_TYPE_PLACEHOLDER
WEAPON_TYPE_GRENADE
WEAPON_TYPE_UNKNOWN

Player Flags

FL_ONGROUND
FL_DUCKING
FL_WATERJUMP

DrawModel

STUDIO_NONE
STUDIO_RENDE
STUDIO_VIEWXFORMATTACHMENTS
STUDIO_DRAWTRANSLUCENTSUBMODELS
STUDIO_TWOPASS
STUDIO_STATIC_LIGHTING
STUDIO_WIREFRAME
STUDIO_ITEM_BLINK
STUDIO_NOSHADOWS
STUDIO_WIREFRAME_VCOLLIDE
STUDIO_NOLIGHTING_OR_CUBEMAP
STUDIO_SKIP_FLEXES
STUDIO_DONOTMODIFYSTENCILSTATE
STUDIO_SKIP_DECALS
STUDIO_SHADOWTEXTURE
STUDIO_SHADOWDEPTHTEXTURE
STUDIO_TRANSPARENCY

Font Flags

FONTFLAG_NONE
FONTFLAG_ITALIC
FONTFLAG_UNDERLINE
FONTFLAG_STRIKEOUT
FONTFLAG_SYMBOL
FONTFLAG_ANTIALIAS
FONTFLAG_GAUSSIANBLUR
FONTFLAG_ROTARY
FONTFLAG_DROPSHADOW
FONTFLAG_ADDITIVE
FONTFLAG_OUTLINE
FONTFLAG_CUSTOM
FONTFLAG_BITMAP

Draw Flags

FONTDRAW_DEFAULT
FONTDRAW_NONADDITIVE
FONTDRAW_ADDITIVE
FONTDRAW_TYPE_COUNT

Material

MATERIAL_VAR_IGNOREZ
MATERIAL_VAR_WIREFRAME
MATERIAL_VAR_ADDITIVE

Masks

MASK_ALL
MASK_SOLID
MASK_PLAYERSOLID
MASK_NPCFLUID
MASK_NPCSOLID
MASK_WATER
MASK_OPAQUE
MASK_OPAQUE_NPC
MASK_BLOCKLOS
MASK_BLOCKLOS_NPC
MASK_VISIBLE
MASK_VISIBLE_NPC
MASK_SHOT
MASK_SHOT_BRUSHONLY
MASK_SHOT_HULL
MASK_SHOT_PLAYER
MASK_SHOT_PORTAL
MASK_SOLID_BRUSHONLY
MASK_PLAYERSOLID_BRUSHONLY
MASK_NPCSOLID_BRUSHONLY
MASK_NPCWORLDSTATIC
MASK_NPCWORLDSTATIC_FLUID
MASK_SPLITAREAPORTAL
MASK_CURRENT
MASK_DEADSOLID

Mouse Driver Codes

MOUSE_LEFT_BUTTON_DOWN
MOUSE_LEFT_BUTTON_UP
MOUSE_RIGHT_BUTTON_DOWN
MOUSE_RIGHT_BUTTON_UP
MOUSE_MIDDLE_BUTTON_DOWN
MOUSE_MIDDLE_BUTTON_UP
MOUSE_BUTTON_4_DOWN
MOUSE_BUTTON_4_UP
MOUSE_BUTTON_5_DOWN
MOUSE_BUTTON_5_UP
MOUSE_WHEEL
MOUSE_HWHEEL
MOUSE_MOVE_RELATIVE
MOUSE_MOVE_ABSOLUTE
MOUSE_VIRTUAL_DESKTOP

ImGui

enum ImGuiWindowFlags_
{
    ImGuiWindowFlags_None                   = 0,
    ImGuiWindowFlags_NoTitleBar             = 1 << 0,   // Disable title-bar
    ImGuiWindowFlags_NoResize               = 1 << 1,   // Disable user resizing with the lower-right grip
    ImGuiWindowFlags_NoMove                 = 1 << 2,   // Disable user moving the window
    ImGuiWindowFlags_NoScrollbar            = 1 << 3,   // Disable scrollbars (window can still scroll with mouse or programmatically)
    ImGuiWindowFlags_NoScrollWithMouse      = 1 << 4,   // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
    ImGuiWindowFlags_NoCollapse             = 1 << 5,   // Disable user collapsing window by double-clicking on it
    ImGuiWindowFlags_AlwaysAutoResize       = 1 << 6,   // Resize every window to its content every frame
    ImGuiWindowFlags_NoBackground           = 1 << 7,   // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
    ImGuiWindowFlags_NoSavedSettings        = 1 << 8,   // Never load/save settings in .ini file
    ImGuiWindowFlags_NoMouseInputs          = 1 << 9,   // Disable catching mouse, hovering test with pass through.
    ImGuiWindowFlags_MenuBar                = 1 << 10,  // Has a menu-bar
    ImGuiWindowFlags_HorizontalScrollbar    = 1 << 11,  // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section.
    ImGuiWindowFlags_NoFocusOnAppearing     = 1 << 12,  // Disable taking focus when transitioning from hidden to visible state
    ImGuiWindowFlags_NoBringToFrontOnFocus  = 1 << 13,  // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
    ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14,  // Always show vertical scrollbar (even if ContentSize.y < Size.y)
    ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15,  // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
    ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16,  // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
    ImGuiWindowFlags_NoNavInputs            = 1 << 18,  // No gamepad/keyboard navigation within the window
    ImGuiWindowFlags_NoNavFocus             = 1 << 19,  // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
    ImGuiWindowFlags_UnsavedDocument        = 1 << 20,  // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker.
    ImGuiWindowFlags_NoNav                  = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
    ImGuiWindowFlags_NoDecoration           = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
    ImGuiWindowFlags_NoInputs               = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,

    // [Internal]
    ImGuiWindowFlags_NavFlattened           = 1 << 23,  // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
    ImGuiWindowFlags_ChildWindow            = 1 << 24,  // Don't use! For internal use by BeginChild()
    ImGuiWindowFlags_Tooltip                = 1 << 25,  // Don't use! For internal use by BeginTooltip()
    ImGuiWindowFlags_Popup                  = 1 << 26,  // Don't use! For internal use by BeginPopup()
    ImGuiWindowFlags_Modal                  = 1 << 27,  // Don't use! For internal use by BeginPopupModal()
    ImGuiWindowFlags_ChildMenu              = 1 << 28   // Don't use! For internal use by BeginMenu()

    // [Obsolete]
    //ImGuiWindowFlags_ResizeFromAnySide    = 1 << 17,  // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
};

enum ImGuiInputTextFlags_
{
    ImGuiInputTextFlags_None                = 0,
    ImGuiInputTextFlags_CharsDecimal        = 1 << 0,   // Allow 0123456789.+-*/
    ImGuiInputTextFlags_CharsHexadecimal    = 1 << 1,   // Allow 0123456789ABCDEFabcdef
    ImGuiInputTextFlags_CharsUppercase      = 1 << 2,   // Turn a..z into A..Z
    ImGuiInputTextFlags_CharsNoBlank        = 1 << 3,   // Filter out spaces, tabs
    ImGuiInputTextFlags_AutoSelectAll       = 1 << 4,   // Select entire text when first taking mouse focus
    ImGuiInputTextFlags_EnterReturnsTrue    = 1 << 5,   // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
    ImGuiInputTextFlags_CallbackCompletion  = 1 << 6,   // Callback on pressing TAB (for completion handling)
    ImGuiInputTextFlags_CallbackHistory     = 1 << 7,   // Callback on pressing Up/Down arrows (for history handling)
    ImGuiInputTextFlags_CallbackAlways      = 1 << 8,   // Callback on each iteration. User code may query cursor position, modify text buffer.
    ImGuiInputTextFlags_CallbackCharFilter  = 1 << 9,   // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
    ImGuiInputTextFlags_AllowTabInput       = 1 << 10,  // Pressing TAB input a '\t' character into the text field
    ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11,  // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
    ImGuiInputTextFlags_NoHorizontalScroll  = 1 << 12,  // Disable following the cursor horizontally
    ImGuiInputTextFlags_AlwaysInsertMode    = 1 << 13,  // Insert mode
    ImGuiInputTextFlags_ReadOnly            = 1 << 14,  // Read-only mode
    ImGuiInputTextFlags_Password            = 1 << 15,  // Password mode, display all characters as '*'
    ImGuiInputTextFlags_NoUndoRedo          = 1 << 16,  // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
    ImGuiInputTextFlags_CharsScientific     = 1 << 17,  // Allow 0123456789.+-*/eE (Scientific notation input)
    ImGuiInputTextFlags_CallbackResize      = 1 << 18,  // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
    ImGuiInputTextFlags_CallbackEdit        = 1 << 19,  // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
    // [Internal]
    ImGuiInputTextFlags_Multiline           = 1 << 20,  // For internal use by InputTextMultiline()
    ImGuiInputTextFlags_NoMarkEdited        = 1 << 21   // For internal use by functions using InputText() before reformatting data
};

enum ImGuiCol_
{
    ImGuiCol_Text,
    ImGuiCol_TextDisabled,
    ImGuiCol_WindowBg,              // Background of normal windows
    ImGuiCol_ChildBg,               // Background of child windows
    ImGuiCol_PopupBg,               // Background of popups, menus, tooltips windows
    ImGuiCol_Border,
    ImGuiCol_BorderShadow,
    ImGuiCol_FrameBg,               // Background of checkbox, radio button, plot, slider, text input
    ImGuiCol_FrameBgHovered,
    ImGuiCol_FrameBgActive,
    ImGuiCol_TitleBg,
    ImGuiCol_TitleBgActive,
    ImGuiCol_TitleBgCollapsed,
    ImGuiCol_MenuBarBg,
    ImGuiCol_ScrollbarBg,
    ImGuiCol_ScrollbarGrab,
    ImGuiCol_ScrollbarGrabHovered,
    ImGuiCol_ScrollbarGrabActive,
    ImGuiCol_CheckMark,
    ImGuiCol_SliderGrab,
    ImGuiCol_SliderGrabActive,
    ImGuiCol_Button,
    ImGuiCol_ButtonHovered,
    ImGuiCol_ButtonActive,
    ImGuiCol_Header,                // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
    ImGuiCol_HeaderHovered,
    ImGuiCol_HeaderActive,
    ImGuiCol_Separator,
    ImGuiCol_SeparatorHovered,
    ImGuiCol_SeparatorActive,
    ImGuiCol_ResizeGrip,
    ImGuiCol_ResizeGripHovered,
    ImGuiCol_ResizeGripActive,
    ImGuiCol_Tab,
    ImGuiCol_TabHovered,
    ImGuiCol_TabActive,
    ImGuiCol_TabUnfocused,
    ImGuiCol_TabUnfocusedActive,
    ImGuiCol_PlotLines,
    ImGuiCol_PlotLinesHovered,
    ImGuiCol_PlotHistogram,
    ImGuiCol_PlotHistogramHovered,
    ImGuiCol_TextSelectedBg,
    ImGuiCol_DragDropTarget,
    ImGuiCol_NavHighlight,          // Gamepad/keyboard: current highlighted item
    ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
    ImGuiCol_NavWindowingDimBg,     // Darken/colorize entire screen behind the CTRL+TAB window list, when active
    ImGuiCol_ModalWindowDimBg,      // Darken/colorize entire screen behind a modal window, when one is active
    ImGuiCol_COUNT

    // Obsolete names (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
    , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg                      // [renamed in 1.63]
#endif
};

Input

IN_ATTACK
IN_JUMP
IN_DUCK
IN_FORWARD
IN_BACK 
IN_USE
IN_CANCEL
IN_LEFT
IN_RIGHT
IN_MOVELEFT
IN_MOVERIGHT
IN_ATTACK2
IN_RUN
IN_RELOAD,
IN_ALT1
IN_ALT2
IN_SCORE
IN_SPEED
IN_WALK
IN_ZOOM
IN_WEAPON1
IN_WEAPON2
IN_BULLRUSH
IN_GRENADE1
IN_GRENADE2

Script

_FANTASYSDKSCRIPTNAME_
_FANTASYSDKSCRIPTPATH_

TF2 Classes

TF2_SCOUT
TF2_SOLDIER
TF2_PYRO
TF2_DEMOMAN
TF2_HEAVY
TF2_ENGINEER
TF2_MEDIC
TF2_SNIPER
TF2_SPY

TF2 Conditions

enum TF_CONDITIONS
{
    TFCond_Slowed = (1 << 0), //Toggled when a player is slowed down. 
    TFCond_Zoomed = (1 << 1), //Toggled when a player is zoomed. 
    TFCond_Disguising = (1 << 2), //Toggled when a Spy is disguising.  
    TFCond_Disguised = (1 << 3), //Toggled when a Spy is disguised. 
    TFCond_Cloaked = (1 << 4), //Toggled when a Spy is invisible. 
    TFCond_Ubercharged = (1 << 5), //Toggled when a player is √úberCharged. 
    TFCond_TeleportedGlow = (1 << 6), //Toggled when someone leaves a teleporter and has glow beneath their feet. 
    TFCond_Taunting = (1 << 7), //Toggled when a player is taunting. 
    TFCond_UberchargeFading = (1 << 8), //Toggled when the √úberCharge is fading. 
    TFCond_CloakFlicker = (1 << 9), //Toggled when a Spy is visible during cloak. 
    TFCond_Teleporting = (1 << 10), //Only activates for a brief second when the player is being teleported; not very useful. 
    TFCond_Kritzkrieged = (1 << 11), //Toggled when a player is being crit buffed by the KritzKrieg. 
    TFCond_TmpDamageBonus = (1 << 12), //Unknown what this is for. Name taken from the AlliedModders SDK. 
    TFCond_DeadRingered = (1 << 13), //Toggled when a player is taking reduced damage from the Deadringer. 
    TFCond_Bonked = (1 << 14), //Toggled when a player is under the effects of The Bonk! Atomic Punch. 
    TFCond_Stunned = (1 << 15), //Toggled when a player's speed is reduced from airblast or a Sandman ball. 
    TFCond_Buffed = (1 << 16), //Toggled when a player is within range of an activated Buff Banner. 
    TFCond_Charging = (1 << 17), //Toggled when a Demoman charges with the shield. 
    TFCond_DemoBuff = (1 << 18), //Toggled when a Demoman has heads from the Eyelander. 
    TFCond_CritCola = (1 << 19), //Toggled when the player is under the effect of The Crit-a-Cola. 
    TFCond_InHealRadius = (1 << 20), //Unused condition, name taken from AlliedModders SDK. 
    TFCond_Healing = (1 << 21), //Toggled when someone is being healed by a medic or a dispenser. 
    TFCond_OnFire = (1 << 22), //Toggled when a player is on fire. 
    TFCond_Overhealed = (1 << 23), //Toggled when a player has >100% health. 
    TFCond_Jarated = (1 << 24), //Toggled when a player is hit with a Sniper's Jarate. 
    TFCond_Bleeding = (1 << 25), //Toggled when a player is taking bleeding damage. 
    TFCond_DefenseBuffed = (1 << 26), //Toggled when a player is within range of an activated Battalion's Backup. 
    TFCond_Milked = (1 << 27), //Player was hit with a jar of Mad Milk. 
    TFCond_MegaHeal = (1 << 28), //Player is under the effect of Quick-Fix charge. 
    TFCond_RegenBuffed = (1 << 29), //Toggled when a player is within a Concheror's range. 
    TFCond_MarkedForDeath = (1 << 30), //Player is marked for death by a Fan O'War hit. Effects are similar to TFCond_Jarated. 
    TFCond_NoHealingDamageBuff = (1 << 31), //Unknown what this is used for.
};